A while back I made a thread on what the community would like to see happen to the Pyro, and the feedback I received was very enlightening. First and foremost, I want to thank you all that posted previously for the engaging discussion that was had. :)
That said, and with a few months of... uh, "deep reflection and deliberate work", a report back seems in order. There was going to be a video attached to this, but SourceMod doesn't work right now. Text and theory will have to do for now. Here's the gist, with a full changelist at the bottom of the post:
- Flamethrowers are made more distinct in direct combat.
- Airblasts preserve enemy momentum, and are weaker overall.
- Super-situational weapons were given new mechanics.
These changes were meant to reconcile both the "Pyro is unfun to play as"-people and the "Pyro is obnoxious to play against"-folk. Direct combat is made more reliable, since they're fashioned more after the Scattergun than before. Stock and the Phlogistinator have actual ramp-up at point-blank range, and the Degreaser and Backburner's only downsides are that they don't. All the flamethrowers have more falloff, making each primary's unique factor all the more important; with stock's (hopefully) being the most general of all. (Falloff happens from default damage, not the ramp-up.) Pyro's made both more rewarding and more engaging at the same time... I think. Maybe. I could be wrong.
That's just half the story, though. Pyros are happy, but what about everybody else? Having to deal with airblasting and truly deadly DPS is a terrible thought, so I took away one of those problems. I reverted the damage changes entirely. Airblasts aren't the beast we all know and... know, anymore. They preserve enemy velocity, and aren't as strong. Projectiles still reflect fine, but you can't stall players without some serious effort anymore. You can still throw people out of position, but you have to work with their momentum; not against it. Wax on, wax off, woosah, et cetera. There ought to be more thought involved in airblasts, although definitely less necessary with the buff to direct combat.
Since stalling ubers is still important, I added the "old" airblast to the Neon Annihilator, which brings me to the third point, niche weapons! The almost-never-used-seriously weapons are given whole new uses, and I'm just gonna say right now that some of them are total crapshots.
Here are the changes that are pretty sensible:
- Homewrecker is now a faux Quick-Fix one-shots anything short of level 3 buildings.
- The Third Degree builds a healing Medic's uber.
- SVF crits against Pyros, Targe Demoknights, and Spy-cicle Spies.
- NA "airblasts" on hit.
Here are the ones that... look, I was running on empty:
- Scorch Shot afterburn debuffs attack (*cries into vodka in exasperation*).
- Manmelter fires really fast (mid offense, direct counter to SS).
- Backscratcher applies bleed (made more sense before Axt nerf).
- Phlogistinator taunt isn't indestructible (couldn't make it not cap during it).
It seemed like the complaints on the pro-Pyro and anti-Pyro sides weren't in conflict at all, and I can only hope this mod is proof of that. Once SourceMod is up and running again, I'll be going to TF2Center and testing all of this in lobbies. In the meantime, feel free to shoot your own ideas at me on how to proceed with development. Or we can fool around saying Pyro is the devil and stuff because frankly all our hands are tied for the time being anyway. Either's cool.
For all the technical mumbo jumbo, an official page for the mod is here: CLICK ME PLS